Hi all
Just installed Third age and I think it is fantastic.
On the ETW forum I used a few guides of where to start and first moves etc etc and I found this useful
i quite fancy doing the short campaign with Rohan- could anyone post a thread
Thanks![]()
Hi all
Just installed Third age and I think it is fantastic.
On the ETW forum I used a few guides of where to start and first moves etc etc and I found this useful
i quite fancy doing the short campaign with Rohan- could anyone post a thread
Thanks![]()
Rohan is one of the more challenging campaigns cause Sauron calls an Invasion on Edoras in the early campaign also Hornburg will be called for invasion.
I think High Elves are the best choise for the first campaign, they are far away from the biggest trouble and can build up a good enviroment.
I'm not aware of any faction-specific or turn-by-turn guides ATM. We do have a little general strategy guide put together by our illustrious video editor (He's German, so the English isn't top notch, but there are some valuable tidbits of knowledge in there).
------>http://www.twcenter.net/forums/showthread.php?t=257891
[ MY 'THIRD AGE TOTAL WAR' WORK AND PROJECTS: ]
< Under the proud patronage of King Kong >
- TATW Trailer & Faction Intros
- Battle Editor Tutorial
- Middle-Earth Map
- TATW Strategy Guide
- Secrets of TATW
.
Play, fail, enjoy, try again, fail, learn, try again, win.
Failing is what makes the game funnier to play, in my opinion.
If you don't think that, follow the advices from the other ones here...
There's a Rohan thread here if you're interested: http://www.twcenter.net/forums/showt...t=rohan+thread
Also, Jan's strategy guide for tatw: http://www.twcenter.net/forums/showthread.php?t=257891
Theres to real ways to play as Rohan, the first would be to rush Isengard (which i see as cheating as the AI cant really cope with that) the other would be to fortify your outer towns and castles and always make sure that Edoras has a decent garrison, particuarly later in the game as when an invasion is called then you will be getting more than 1 stack per faction heading your way for the most part. Also dont forget to help Gondor as much as possible, if Minas Tirith falls you give Mordor a clean run into your eastern provinces and you will greatly struggle with Isengard and Mordor both at you at once. So yeah Keep Gondor alive and try to have them or you hold the settlments Tirith Anduin, Cair Andros E+W Osgiliath and Pelagir. Cant stress how key they are to the entire game as the good side. So yeah good luck with Rohan![]()
rohan campaign is very amazing but a little bit hard
if u want easy campaigns at the beginning choose rhun, high elves or dwarves
Whatever you do install Rc first:
http://www.twcenter.net/forums/showthread.php?t=259833
It`s a submod, which balances the whole game.
Also i disagree with jinjo. Dwarfs are very challenging without fast units.
it would not really recommend that. i would wait for the TATW team
to release TATW 1.2 and an implemetation of RC (later).
the reason is, that the Dev's have thought about the stats
of all units and all is fine like it is in the actual 1.1. (the few
things follow in 1.2)
play TATW like it has been releases be the developers! they
do think about what they are doing.
[ MY 'THIRD AGE TOTAL WAR' WORK AND PROJECTS: ]
< Under the proud patronage of King Kong >
- TATW Trailer & Faction Intros
- Battle Editor Tutorial
- Middle-Earth Map
- TATW Strategy Guide
- Secrets of TATW
.
Yes, they think about what they are doing, but they got much to do, besides balancing units. While the Rc Modder can dedicate himself full to the unit balance. He too did an great job for Stainless Steel and got much experience.
It might be playable, but i haven`t tried 1.1 unmodded. 1.0 Trolls were enough to scare me off.
But i got overall good experiences with Rc. You get balanced Trolls, balanced archers, balanced unit armor values etc.
okay for players that want to start playing a campaing game knowing
they will win, because all enemies are balanced equal, than RC might be a
good option.
but i think lore speaks clear here. what sence would it make if evil
troops of sauron are equally balanced in their stats with middle-earth mankind.
you are scared of trolls - okay - what do you want them to be.
killable with a unit of archers? they are the most feared creatures in middle
earth next to giants, dragons and balrogs (like gothmog and lungorthin)
and let me say - the game is really realistic on a dev-release of
TATW 1.1
[ MY 'THIRD AGE TOTAL WAR' WORK AND PROJECTS: ]
< Under the proud patronage of King Kong >
- TATW Trailer & Faction Intros
- Battle Editor Tutorial
- Middle-Earth Map
- TATW Strategy Guide
- Secrets of TATW
.
The whole concept of RC is to make the good and the evil side more balanced and equal.
Which is complete bs.
It was mentioned that RC/RR would eventually be included in the official release.
Sorry Jan but that's not what RC does, not at all. The point of RC is the opposite of what you said. It strives to bring each unit closer to "lore". In short, "elite" races like dwarves and elves have very powerful units that are fewer in number and replenish slowly while orcs/goblins are easily massed but a lot weaker. They are most certainly not in line with Gondorian troops and much less with those of dwarves/elves.
People mistakenly use the the word "balanced" but that they mean is that each faction is more or less represented "realistically" as in the lore and each presents a different challenge.
Last edited by Jean=A=Luc; June 28, 2009 at 12:41 PM.
...i am always getting the wrong end it seems!!!???!!!
RC is a " Battle AI " improvement, containing some submods. I played 1.0, 1.1 and i installed RC.
1.0 = dwarves walked, died from exhaustion or got killed by snagas,...!
1.1 = ...was ok, but the " Battle AI",... still a problem (...get-shot-down-by-three-Archer-units-because-of-not-moving)!
RC = ... I like it, and wait for 1.2 !![]()
Next RC/RR update out soon will include at least:
-Very slightly reduced accuracy for all missile units, except Silvan Elves, who suffer a small melee penalty to compensate
-Slightly reduced mount masses
-Faster Wargs, with better morale
-Slightly reduced heat effects on those wearing armor
-Tweaked AI that reacts better to missile fire
-Fixed bug where AI army would deploy in a single long line at battle start
-Most crossbow units remain in close formation rather than deploying to open formation, which affects their shooting rate too much
-Same applies to Snaga skirmishers
-Some hero abilities added to a very small number of units: Power of the Eldar, Light of Elbereth, Courage of the Lion, Chief of the Dunedain, Terror of the Nazgul, Terror of the Witch King
-War dogs reduced mass
-Bug in missions file fixed
-Aikanar's Middle Earth Lore mod added
-Southron Pikemen added back in after accidental omission
-Chance of assassination success reduced
-Dwarves must now destroy Rhun as part of their victory conditions
-Updated recruit priority for all units for more faction-specific army composition
-Missile units more likely to drop bows and engage with swords when attacked in melee